/Engine/Plugins/Experimental/PCG/Source/PCG/Public/Elements/PCGPropertyToParamData.h
Extract a property value from an actor/component into a ParamData.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGPropertyToParamDataSettings : public [UPCGSettings](API\Plugins\PCG\UPCGSettings)
FPCGActorSelect...
ActorSelector
bool
bAlwaysRequeryActors
If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.
bool
bExtractObjectAndStruct
If the property is a struct/object unsupported by metadata, this option can be toggled to extract all (compatible) properties contained in this property.
bool
bSelectComponent
Allow to look for an actor component instead of an actor.
bool
bTrackActorsOnlyWithinBounds
If this is checked, found actors that are outside component bounds will not trigger a refresh.
TSubclassOf<UA...
ComponentClass
If we are looking for an actor component, the class can be specified here.
FName
OutputAttributeName
Bydefault, attribute name will be None, but it can be overridden by this name.
FName
PropertyName
Property name to extract. Can only extract properties that are compatible with metadata types.